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0-16 | Clan Rat | 50,000 | 7 | 3 | 3 | 7 | G | ASPM | |
0-16 | Night Runners | 60,000 | 8 | 2 | 3 | 7 | Dodge | GA | SPM |
0-4 | Gutter Runners | 80,000 | 9 | 2 | 4 | 7 | Dodge | GA | SPM |
0-2 | Assassins | 110,000 | 8 | 3 | 4 | 7 | Shadowing, Stab | GA | SPM |
Re-roll counter | 60,000 | ||||||||
Apothecary | Yes | ||||||||
Star Players | Skaven |
Player Pics
Player Icons
Clan Rat
Night Runner
Gutter Runner
Assassin
Famous Teams
There are no famous teams mentioned specifically by name but 'Clan Bowl' an article first published in Citadel Journal 46 and later in Blood bowl Annual 2002 contained rosters for all the alternate Skaven Clan teams in this League. Though the rosters here have been changed and improved in many ways.
Background
Early in Skavens history Clan Eshin disappeared for many years. They travelled into the east of The World and learned the mysteries of Ind, Cathay and most importantly Nippon where they learned the art of stealth and assassination. With this knowledge they returned to their homelands and filled a great niche in Skaven society.
Clan Eshin have caste system with Night Runners at the bottom, they are weak and expendable and only the worthy make it to the level of the Gutter Runners. Gutter Runners are considered the pinnacle of the Eshin clan alongside the Assassin who are fewer in number but even more deadly that the Gutter Runner.
For years Skaven teams only made use of the Gutter Runners, while assassins were used to steal enemy teams game plans, kidnap referees and occasionally assassinate an opposing star player. But recently all of these practices have died out, opposing team tactics were no longer so important, assassinations and kidnapped refs were no longer called for so the Assassins wanted to move on to the field of play. Clan Eshin decided to form their own teams. The team would represent their caste system, with lowly Clan Rats at the bottom of the system, Night Runners a close second, then Gutter Runners and Assassins at the peak.
Eshin teams are now feared throughout The World for their unrivalled speed, trickery and agility and they have made a name for them self as true competitors on the world Bloodbowl scene.
Rationale
Clan Eshin teams represent their caste system. Clan Rats are the Linemen, so start with the basic Skaven Lineman stat line.
Night Runners are bascially Gutter Runners in training, so they start with a similar stat line, losing a point of MA and Ag to represent their lowly standing in Clan Eshin.
Gutter Runners stay the same as the normal Skaven team.
Assassins are the toughest of all Eshin players, increasing their Av would not be right though as they are not well armoured, wearing basically the same equipment as the Gutter Runner, so their St was increased to show they are at the peak of Clan Eshin. As their name implies they specialise in assassination so they start with Stab. They drop a point of Ma over the Gutter Runner as they are not quite as fast, though they are just as agile so they keep Ag4. They start with the Shadowing skill to represent their nature, hiding in the shadows and stalking people without being seen, this was chosen over Dodge as it mirrored the Nippon Ninja nicely and also because it feels more in character.
Mutation access is limited to doubles just like the standard Skaven team as Eshin are not synonymous with mutating unlike some of the other clans.
Season 2 Changes
In the first year Eshin played 300 games with a win percentage of 59%. This is performing around the same level as Skaven in the open division which is as expected really. I made one change anyway which was to allow the coach to choose whether they want Night Runners or Clan Rats as their linemen. I may phase the linemen out completely after the next year, but would like to see some more play testing here.
Seasons 3
325 games played win percentage of 61.23%. This team has broken the 60% barrier, which means it is possibly too good. It was expected that this team would be tier 1, close to tier zero because of all the Ma. However the win percentage is a little too high for comfort currently. I haven't locked this roster down yet because it continues to perform so well. However all high agility teams in SL seem to have a slightly inflated win percentage. So no nerf is currently needed. I will contiue to monitor them.
Team design by Harvestmouse & Garion
background and rationale by Garion
Artwork by Knut Rockie and coloured by Garion
Icons by Freerange, harvestmouse and Nick Kelch